I have a performance problem and I think it is because I have a lot of dynamic objects (pipes), each made up of 5 materials and 2 shaders (although each object shares these). I think the dynamic batcher isn't able to batch them and the solution is to get all the pipes using the same material and a single shader. Am I right? Under normal load my stats are (copied from the image below but representative): CPU: main 33.4ms, render 14.4ms Batches: 3557, saved by batching: -3546 Tris: 118, Verts 236 SetPass: 766 No shadow casters, skinned mesh, animations or audio. The bit I am not sure about is the "saved by batching" being negative. I can't find information on that. Other info: There are 12 dynamic lights but moving to mixed or baked lights with baked textures made the problem proportionally worse. I'm on a modern PC (with GTX 1660Ti), targeting PC. Unity 2019.3.0f6. I can't get at the HDRP version right now but I assume that it's not associated with my problem. Example gameplay here: If I'm right I'll be refactoring quite a lot of code and models, so I would like validation before I start. Thanks in advance Unity chums!